Search found 2995 matches
- Fri Jun 25, 2010 9:18 am
- Forum: SNESdev
- Topic: Undisbeliever's website
- Replies: 6
- Views: 4091
Undisbeliever's website
What ever happened to Undisbeliever's website? It hasn't been up for months. Is there any message boards out there besides Undisbeliever's website that specializes in Snes homebrew development, that is active?
- Thu Jun 24, 2010 5:00 pm
- Forum: General Stuff
- Topic: What do you spend a longer doing, programming or optimizing?
- Replies: 17
- Views: 5458
- Thu Jun 24, 2010 7:33 am
- Forum: General Stuff
- Topic: What do you spend a longer doing, programming or optimizing?
- Replies: 17
- Views: 5458
- Wed Jun 23, 2010 2:39 pm
- Forum: General Stuff
- Topic: What do you spend a longer doing, programming or optimizing?
- Replies: 17
- Views: 5458
What do you spend a longer doing, programming or optimizing?
I spend about 99% programming, 1% optimizing. Is this normal for most people? What is your programming to optimizing ratio?
- Mon Jun 21, 2010 3:46 pm
- Forum: General Stuff
- Topic: Does "pushing the limits" only refer to graphics?
- Replies: 16
- Views: 5657
- Mon Jun 21, 2010 1:34 pm
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 8747
- Mon Jun 21, 2010 12:42 pm
- Forum: General Stuff
- Topic: Does "pushing the limits" only refer to graphics?
- Replies: 16
- Views: 5657
I disagree. Games NEED graphics to be fun - just compare how fun is a text-based-adventure RPG and an actual RPG with graphics. How many old crappy atari 2600 games are fun ? Okay some people will probably say the like them, but personally I don't like much any pre-NES games, and in fact it's one o...
- Sun Jun 20, 2010 5:31 pm
- Forum: NESdev
- Topic: Mega Man 4 and MMC3
- Replies: 60
- Views: 18772
- Fri Jun 18, 2010 2:28 pm
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 8747
I have the time restriction of how long can I program before I'm all bummed out, and you can probably tell from my most recent posts, I have reached that limit. Here's an early version of the dynamic animation source code. At address $7f8000 there is a sprite table with 40 16x16 sprites organized li...
- Fri Jun 18, 2010 9:29 am
- Forum: General Stuff
- Topic: Does "pushing the limits" only refer to graphics?
- Replies: 16
- Views: 5657
Does "pushing the limits" only refer to graphics?
I can't think of any reason why "pushing the limits" have to be exclusive to just pushing the graphical limitations. What about pushing the limits of fun? Making the most fun game you can make for a particular system. The graphics are there for the purpose of visual representation of game ...
- Fri Jun 18, 2010 8:06 am
- Forum: NESdev
- Topic: Mega Man 4 and MMC3
- Replies: 60
- Views: 18772
- Thu Jun 17, 2010 3:28 pm
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 8747
- Thu Jun 17, 2010 9:43 am
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 8747
Just so you know, I'm not just making this dynamic animation engine for my own game, I encourage other people to play around with it, and see what other people could do with it. I'll post the source code when I'm ready, and I expect others to implement it in their own game engine. It will make me ha...
- Tue Jun 15, 2010 10:56 am
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 8747
I have a better idea. Only spawn and kill enemies on even frames. On even frames, upload first 5kB of patterns to backbuffer. On odd frames, upload second 5kB of patterns to backbuffer and switch buffers. Since this method causes the pattern table to lag 1 frame behind the oam, I will program a 1 fr...
- Mon Jun 14, 2010 7:06 pm
- Forum: SNESdev
- Topic: dynamic animation
- Replies: 22
- Views: 8747
I just noticed something I overlooked. 6k dynamic sprites wouldn't work with 128 oam sprite entries. It would work with 48 oam sprite entries, but not 128. I guess I'm going with 5k so I can dma the entire oam and still have time for scrolling and other stuff like that. At first using 30 fps animati...